feat: updated godot version

This commit is contained in:
Sara Gerretsen 2026-04-04 19:38:56 +02:00
parent 0c508b0831
commit 42b028dbb5
4694 changed files with 236470 additions and 401376 deletions

View file

@ -34,7 +34,6 @@
#include "run_icon_svg.gen.h"
#include "editor/editor_node.h"
#include "main/splash.gen.h"
Vector<String> EditorExportPlatformIOS::device_types({ "iPhone", "iPad" });
@ -99,28 +98,28 @@ HashMap<String, Variant> EditorExportPlatformIOS::get_custom_project_settings(co
switch (image_scale_mode) {
case 0: {
String logo_path = get_project_setting(p_preset, "application/boot_splash/image");
RSE::SplashStretchMode stretch_mode = get_project_setting(p_preset, "application/boot_splash/stretch_mode");
RenderingServer::SplashStretchMode stretch_mode = get_project_setting(p_preset, "application/boot_splash/stretch_mode");
// If custom logo is not specified, Godot does not scale default one, so we should do the same.
if (logo_path.is_empty()) {
value = "center";
} else {
switch (stretch_mode) {
case RSE::SplashStretchMode::SPLASH_STRETCH_MODE_DISABLED: {
case RenderingServer::SplashStretchMode::SPLASH_STRETCH_MODE_DISABLED: {
value = "center";
} break;
case RSE::SplashStretchMode::SPLASH_STRETCH_MODE_KEEP: {
case RenderingServer::SplashStretchMode::SPLASH_STRETCH_MODE_KEEP: {
value = "scaleAspectFit";
} break;
case RSE::SplashStretchMode::SPLASH_STRETCH_MODE_KEEP_WIDTH: {
case RenderingServer::SplashStretchMode::SPLASH_STRETCH_MODE_KEEP_WIDTH: {
value = "scaleAspectFit";
} break;
case RSE::SplashStretchMode::SPLASH_STRETCH_MODE_KEEP_HEIGHT: {
case RenderingServer::SplashStretchMode::SPLASH_STRETCH_MODE_KEEP_HEIGHT: {
value = "scaleAspectFit";
} break;
case RSE::SplashStretchMode::SPLASH_STRETCH_MODE_COVER: {
case RenderingServer::SplashStretchMode::SPLASH_STRETCH_MODE_COVER: {
value = "scaleAspectFill";
} break;
case RSE::SplashStretchMode::SPLASH_STRETCH_MODE_IGNORE: {
case RenderingServer::SplashStretchMode::SPLASH_STRETCH_MODE_IGNORE: {
value = "scaleToFill";
} break;
}